In this tutorial we take a look at the geometry conversion pathway, specifically dealing with the creation of skin bezier objects that are then converted to spline and eventually to polygon mesh. It also shows how to specifically prepare bezier art in Adobe Illustrator to get the most predictable skinning result.
In this tutorial I show how to use the Convert function to change a Skin and Extrude object into bezier surfaces and why that can be advantageous.
This is a series of introductory lectures and tutorials for those new to 3D. These videos cover Design3D versions 7.0, 7.5 and 8.0. They walk through simple tasks to provide basic working knowledge of Design 3D. Topics include the nature of X, Y, and Z axes, view manipulation, palettes, the nature of polygons, active grids, constraints, normals, the origin, working with cameras and lights and more.
Edges can be extruded to create new polygons. Edges are extruded with different behaviors depending on whether they are ‘internal’ or ‘external’ (inside the mesh, or on the perimeter boundary). The constraint methods are the same as with extruding polygons, so only issues specific to edge extrusions are shown below. Tools are organized into tool groups. Each tool within the tool group can have its own key, but can be cycled to via a ‘tool group’ key. By default, the U key cycles the tool group, but also activates the current tool within the group when another tool is currently
The polygon editor’s Extrude Tool Group consists of the Extrude Element Tool, the Extrude Normal Tool, and Extrude Inset Tool. Polygons can be extruded to extend existing geometry. Polygons, edges and vertices (sometimes referred to as points) can be extruded. Extrusion can be constrained with the methods listed below. Rotation for any element (polygon, edge, vertex) is; 1. Free-form, grid relative 2. Perpendicular to grid 3. Along standard axis (X, Y, Z) 4. Along custom axis/Guide 5. Along selection normal 6. Insetting polygons 7. Combining inset operations Tools are organized into tool groups. Each tool within the group can have
The polygon editor’s Scale Tool Group consists of the Scale Element Tool, and the Scale Normal Tool. Scaling polygons happens uniformly by default, using the selection center as scaling center. However, scaling can also take place along a standard axis, relative to a selection normal or along a custom grid or guide. Scaling polygons, vertices and edges generally produces the same results. Rotation for any element (polygon, edge, vertex) is; 1. Free-form, Uniform 2. Perpendicular to grid 3. Along standard axis (X, Y, Z) 4. Along custom axis/guide 5. Relative to selection normal 6. Scaling single edges Tools are organized